Template talk:Weapon stats

handle ability increases during upgrade
As per Special:CommentPermalink/478, Lightbringer has Piercing Break values 30, 50, 50, 50. Max 100.

Current naive approach of min,max,req does not allow for increases during weapon upgrade via skillpanels.

Proposed methods to handle:
 * Specify values at each rarity and max in separate parameters (|a1v1=30|a1v2=50|a1v3=50|a1v4=50|a1max=100). For mods, specify the initial value and the maximum (|a1min=20|a1max=70). Missing parameters will be assumed to be unobtainable and therefore ignored.
 * Specify values at each rarity in one parameter, and max in another (|a1vals=30,50,50,50|a1max=100). Mods get a separate parameter for starting value (|a1min=20|a1max=70). Empty values (|a1vals=30,,,50|a2vals=30,-,-,50) will be assumed to be unobtainable and therefore ignored.
 * Using a parameter to handle upgrade+mod and max. (|val1=30,50,50,50,50,100|val2=0,0,0,0,20,70). This is likely to be confusing and error prone; mod values require 4 leading zeros; likely reaction: "why is there an extra 50 on val1?"

Any other proposed parameters feel free to add. --BryghtShadow (talk) 00:26, 7 June 2018 (UTC)

Layout changes to accommodate ability increase during upgrade

 * [Current] Dual table. Auto-Abilities table flawed.
 * See, this would have been perfectly fine if there were no auto-ability increases during the rarity increase. Also would have worked out nice if we didn't care about the 1,2,3 rarity values.


 * [Proposed] Two table layout
 * This version goes with a two table layout, and displays auto-ability values at each rarity including initial values unlocked only via mods.


 * [Proposed] One table, the *4 column is the same as the "initial" column on the reddit wiki.
 * This version combines stats and abilities into one table, as well as displaying the initial ability values unlocked via modding. Adds a superscript note to abilities unlocked via modding, just so that we don't rely on styles (thus if a user had access to no CSS, they can still see the notations).


 * [Proposed] One table, dedicated column for abilities unlocked via mods.
 * This version separates the mod-only values from the already-unlocked values. I thought maybe it gets confusing when it requires increasing attributes 6 times to possibly unlock hidden autos or star stats. Still looks pretty decent enough IMO.

Input to abilities will look like this:
 * abi1 = Piercing Break      |val1 = 30,50,50,50 |max1 = 80
 * abi2 = Auto-Charge Ultimate |mod2 = 2          |max2 = 8
 * abi3 = Steelguard          |mod3 = 1           |max3 = 5

--> For abilities that unlock during upgrade, looks like this: --BryghtShadow (talk) 01:39, 11 December 2018 (UTC)
 * abi# = Piercing Break | val# = -,-,30,50 | max# = 100